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Custom Texture Tool PS v50.1
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Custom Texture Tool PS v50.1
05-23-2015, 05:42 AM (This post was last modified: 05-23-2015, 05:43 AM by StripTheSoul.)
#21
StripTheSoul Offline
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Ah, ok, it actually just doesn't seem to be working at all. I want to rescale, so put in 5, then 2, then 2, then 2, and then it closes.

Just shows this log:

Custom Texture Tool v3.1 - Operations Log
--------------------------------------------------------------------------------------------------------------
tex1_hash_#.ext - The identified texture name with ext:png/dds.
[Old] dimensions:aspect - The original texture dimensions and aspect ratio
[New] dimensions:aspect - The custom texture dimensions and aspect ratio
[Scale] x/y scaling factor - The width and height scales of the custom texture
[Forced] forced scaling factor - Integer scale that a texture was forced to convert to.
[Status] OK / ISSUES - Issues: NotHD, Duplicate, Uneven Scale, Bad Width (X), Bad Height (Y),
Aspect Ratio Mismatch, Bad MipMapScale, Missing MipMap, Bad DDS Scaling
--------------------------------------------------------------------------------------------------------------
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05-23-2015, 05:48 AM
#22
Bighead Offline
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Yeah that means nothing happened. Tongue I'll try to replicate your issue, I may have missed something because along the way I found issues with some packs, but thought I resolved them all.

But I need to know..
Which pack are you trying to convert?
Which format are you trying to convert to?
Which format are you trying to convert from? (example: PNG>PNG, PNG>DDS, DDS>PNG, DDS>DDS)
Are there an odd characters anywhere in the texture path? (example: !, &, ^, %, $)
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05-23-2015, 05:52 AM (This post was last modified: 05-23-2015, 05:54 AM by StripTheSoul.)
#23
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Ah, your last question gave me a hint. It was the folder, I had it named to "RMGE01 (PNG)" because I was testing out packs with different formats n stuff... So I guess the space in the folder name was the trouble. Having removed it, now it works Smile

BTW, when I do the rescaling and choose 4, does that mean all textures are resized to uhm... four times the original size? Bigger ones and smaller ones alike? What I want is just rescaling the big textures (in the SMG pack) to something that loads without stuttering.
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05-23-2015, 06:02 AM (This post was last modified: 05-23-2015, 06:38 AM by Bighead.)
#24
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The space shouldn't have been an issue (I think?), but the path ending with a parenthesis (and various other characters) is a problem. I tried to work around that issue, but I couldn't find a way. Maybe I'll try to look into it again, but if IRC, basically everything I tried failed.

Edit: Just for reference, it's ok to have these characters anywhere else in the path, just not the end of the start path. For example...
C:\Users\Bighead\Documents\Dolphin Emulator\Load\Textures\SX4E01 (Test) - Does not work.
C:\Users\Bighead\Documents\Dolphin Emulator\Load\Textures\(Test) SX4E01 - Should work.

Subfolders can also have these characters, it just matters if the start path ends with one. My guess is it's a limitation in the way batch parses the input directory of a FOR /R loop, because even using quotes does not bypass it.
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05-23-2015, 06:13 AM
#25
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Heh, nevermind, whatever exactly it did, it was perfect: Now the textures still look great (at 4x as DDS) and everything's butter smooth, even without any prefetching.
I forgot to do any repairing or mipmap stuff or whatever. I guess I have to do that before converting to DDS, eh? But everything looks alright, so I guess it wasn't necessary.
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05-23-2015, 06:25 AM
#26
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Repairing is mostly for texture pack authors as a quick way to fix bunk scales, and missing mipmaps are automatically generated when repairing/converting so you shouldn't have to worry about those things. DDS dimensions are automatically calculated from the texture's base dimensions * the integer scale that is fed to the script, rather than reference the dimensions of the PNG textures. So in a sense, they are already repaired when you converted them. DDS auto-correction can be disabled, but this is only useful for textures with very small scales that fall below 2x (1.64x, 1.86x, etc).
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05-23-2015, 07:07 AM
#27
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Thanks! Great little tool you've got there. After resizing the PNGs with Multiple Image Resizer before only destroyed the textures, or at least a lot of them didn't work in the game. No issues with your tool there. You should show some more pride and add it to your sig Wink
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05-23-2015, 07:51 AM (This post was last modified: 05-23-2015, 08:17 AM by StripTheSoul.)
#28
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I just did the same (input: 5, 2, 2, 2) with this pack: https://forums.dolphin-emu.org/Thread-super-mario-sunshine-hires-texture-pack
At one texture some nvidia exe (I guess the one responsable for DDS conversion) popped up to have stopped working; the log says: tex1_128x256_m_66f988b1dcbd9332_14.dds [Status] Failed Creation
The texture is very big, 22 MB, maybe that's why? It's reproducable, happens everytime.
Anyway, after that the rest seemed to continue without issues.

EDIT: Ouch, lots of those issues now with the Rebel Strike pack...
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05-23-2015, 09:19 AM
#29
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I've actually noticed this before when testing the rescaling option with odd integers, which is why I added the "Failed Creation" message in the first place. To be honest I completely forgot that this crash can occur. It first happened to me when converting a pack using 7x, can't remember which one. My guess is that DDS tools don't like certain dimensions, and it seemed uncommon so I didn't try very hard to find out why it happens and/if there is a workaround.

I am able to reproduce it with the Rebel Strike pack with 5x scale, it starts failing once it hits the "Destrillion" folder. I'll look deeper into later. Hopefully I can find a consistency in which dimensions crash and prevent them from being used in some way. Or at the very least, if it fails creation then try something else. Ideally though, I'd rather "nvdxt Application has stopped working" to not pop up in someone's face.

Could you also upload that mario sunshine texture? The pack that is currently offered is in the old format and I only need the problematic texture.
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05-23-2015, 11:45 AM (This post was last modified: 05-23-2015, 11:48 AM by General_Han_Solo.)
#30
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(05-23-2015, 07:51 AM)StripTheSoul Wrote: EDIT: Ouch, lots of those issues now with the Rebel Strike pack...

One of the reasons why I am slow in production. Wink But I must admit, the tool is great! The small issues I have are where it might take peculiar sized textures (the "Long time ago in a galaxy" texture, for example), and basically reduce it down to its original size, thereby the texture is not HD, or comparable with 1080p or even 4K.

So I have to manually adjust these textures accordingly.
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